Introduction:
All oriental character classes have an unarmed AC of 9 or better due to their training and familiarity with Martial Arts (see Unarmed Combat for details). The general exceptions to this rule are peasants, merchants, artisans and other non-militaristic types who all have a base AC of 10. Priestly characters that do not cast spells, such as Monks or low level Sohei may cast Bless through ritual magic in non-combat situations [DM Option].
Warrior Class Characters:
Kensai
Description:
Kensai are warriors who dedicate their lives to mastering combat with a chosen weapon. They seek to develop their mind and body through quests, adventures and chance encounters. Through ordeal, training and meditation do they improve. Because of their dedication to a single weapon, Kensai must be of an alignment that is not chaotic. To be a Kensai, a character needs minimum scores of 12 in Strength, 15 in Wisdom and 17 in Dexterity. The prime requisites of a Kensai are Wisdom and Dexterity. Only medium sized human, demi-human or humanoid creatures can gain the proper training to become Kensai. Unlike other warriors, eight sided (d8) dice are rolled to determine character hit points per level up to and including 10th level. The experience table for Paladins and Rangers is used for calculating the experience required for each level. At 10th level Kensai are known as masters, attracting 1d4 pupils.
Proficiencies:
Initial weapon and non-weapon proficiency slots are the same as any warrior. However, upon creation Kensai must use up 3 weapon slots to become specialised in their weapon of choice. Kensai must also become proficient at reading and writing and calligraphy. At first level all Kensai gain as a bonus, without any cost, the martial arts proficiencies of Blindfighting, Meditation and All Around Sight. Unlike other warrior class characters, Kensai receive one new weapon and one non-weapon proficiency slot every 4 levels due to their preoccupation with their chosen weapon.
Weapons Allowed:
Due to their dedication with one weapon, Kensai are severely restricted in their choice of arms. In regard to their chosen weapon Kensai can only choose between the Katana, Naginata, Bo Stick or Jo Stick. Other weapons available to the Kensai are: hand axe, wakizashi, tanto, hanbo & the Medium Blades (swords) tight group. Kensai may achieve weapon expertise (as a Ranger or Paladin) with these weapons.
Armour Allowed:
Kensai may wear padded, leather or studded leather armours.
Shields:
Kensai do not use shields.
Special Benefits:
1.Kensai may attempt to deflect or avoid missile or melee attacks that would otherwise hit. This may be attempted once per round in addition to all other attacks. So long as the Kensai has space to move, this ability functions in conditions of complete darkness and/or silence. Success requires a successful saving throw vs. death to avoid damage and is rolled as if the Kensai were a Priest of the same level. Kensai gain an additional chance at deflecting attacks at 7th and another at 13th level.
2.Kensai receive a +2 AC bonus when fighting in leather, studded leather, light padded armour, or when unarmoured. This training overrides any Martial Arts AC benefits.
3.At 1st level Kensai learn an advanced form of weapon specialisation in their Chosen Weapon. This weapon must be either Katana, Naginata, Bo Stick or Jo Stick. This specialisation costs three weapon proficiency slots and gives the character the following benefits when using this preferred weapon:
*+3 to hit & +3 to damage. [If Weapon Mastery rules are being used a Kensai, upon reaching 5th level, uses an improved damage die ie 1d10 becomes 1d12.]
*An improving ability to deflect or avoid missile or melee attacks that would otherwise hit. The number of attacks that can be countered rises as the character increases in level (see Table 1)
*Specialisation in all styles of fighting (see CFHB) with the Chosen Weapon: Two Hander Style- confers a +3 initiative bonus (rather than the bonus applying to the 'weapon speed'), Two Weapon Style- grants one additional attack per round & Single Weapon Style- grants a further +1 AC bonus in addition to all other Kensai benefits. (Note: Kensai who master the Bo Stick or Naginata gain a +1 AC bonus on top of their Kensai +2 AC bonus when wielding this weapon using the Two Hander Style Specialisation.)
*The ability to hit monsters that can only be hit by magical weapons (see Table 1). This is similar to the Martial Art Chi Power (see Unarmed Combat). If used in conjunction with a magical weapon, the effects are not cumulative.
TABLE 1: Kensai Weapon Benefits
Kensai Level Attacks per Round Deflections Character Hits as…
1-4 3/2 1 a magical weapon/silver/iron/etc.
5-9 2/1 2 +1 magical weapon
10-12 5/2 4 +2 magical weapon
13-16 3/1 8 +3 magical weapon
17-20 7/2 12 +4 magical weapon
Hindrances:
*To retain their special abilities Kensai must spend 2 hours of each day in practice with their Chosen Weapon. At 6th level this time drops to 1 hour. At 10th level Kensai need only meditate for one hour to maintain their skill. If, during the course of adventuring, the time allocated for practice is lost, double the amount of time is required to amend the missed training. All missed training needs to be made up before advancing to the next level.
*Kensai who defeat enemies using weapons other than their Chosen Weapon receive only half experience for that encounter.
*Kensai may not possess exceptional strength.
*Kensai may only possess as much wealth as they can carry.
*Kensai may not take drugs or alcohol that would affect their combat ability.
[DM Option 1: (In solo adventures) the DM may allow Kensai to substitute attack rolls in order to parry attacks using the Kensai deflection roll (a save vs death). This is in place of the existing rules for parry.]
[DM Option 2: Kensai (Samurai & Ninja) when using two weapon style may elect to use their second weapon, in a reversed grip, as a shield. This acts as a buckler shield from 1st to 9th level and as a small shield from 10th level onwards. Kensai (only) who use magical weapons in this manner add the weapon bonus to their AC.]
Samurai
Special Benefits:
Samurai in AD&D Version 2.6 conform to the warrior kit outlined in the Complete Fighter’s Hand Book with the following addition: Samurai receive a +5 to all saving throws vs. fear or charm spells that would grievously interfere with their code of conduct. Like all single class fighters Samurai may learn Weapon Mastery skills (see Weapon Proficiencies). Minimum scores are Str 13, Con 13, Int 12 (down from 14) and Wis 10 (down from 13). The Samurai's primary combat benefit, the ability to raise strength to 18/00 for one round per level of experience remains unchanged. (Note: Masterless Samurai, known as Ronin, retain all their abilities but advance in levels requiring double the experience points of Samurai).
Rogue Class Characters:
Ninja (Assassin Warrior)
Description:
Ninja are highly secretive assassin warriors who also act as spies and saboteurs under the direction of their clan leaders. They have special skills and employ devices allowing them to perform seemingly supernatural feats, using smoke powder, vaulting poles, skeleton keys, padded shoes, foot pontoons or man-carrying kites. The Ninja follow the honour code and orders of their clan leaders who decide which tasks are undertaken and for what level of compensation. They are not obligated to follow the commands of a lord as Samurai must, but negotiate the terms of short term service. When encountered in day to day life they appear as peasant warriors or commoners of varying types (never revealing their identities to those outside their clan). Their alignments are Lawful Evil or Lawful Neutral. Ninja must have scores of 12 in Strength, Intelligence and Constitution, and 13 in Dexterity. Their prime requisites are Intelligence and Dexterity. They roll 1d6 for hit points and require the experience points of a Bushi (fighter) to advance each level.
Proficiencies:
Initial proficiency slots are 3 weapon and 4 non-weapon (and one bonus slot with THACO DRAGON rules) and bonuses for high intelligence scores. Thereafter they gain one new slot every 4 levels. Bonus Proficiencies: Disguise, Herbalism. Required: Jumping, Meditation, Rope Use, Tumbling*, Tightrope Walking (and possibly a skill associated with their peasant profession). Recommended: Acting, Alchemy, Hypnotism, Voice Mimicry, Set Snares, Survival. Ninja must also spend one weapon proficiency slot on a non-Ninja weapon fitting their public persona. Otherwise weapon slots must be spent on the Ninjato, Shuriken, Short Bow, and Tanto, and other weapons used by their clan. After 1st level Ninja may learn warrior weapon proficiencies including weapon expertise (but never specialisation).
Weapons:
Ninja may use any weapon fitting their day-to-day persona but must otherwise choose from the following Ninja weapons list: Ninjato, Kawanga, Kumade, Kursari-gama, Kyoketsu-shogi, Needle, Nekode, Shuriken/Shaken, Shikomi-zue (Spear/Jo/Bo Stick), Short Bow, Blowgun, Crossbows (All), Handaxe, Tanto/Dagger [Source: O.A. Handbook] and also the martial arts weapons of Kama, Sai/Jitte, and Tonfa.
Armour:
Any (fitting their public persona). To use Ninja skills light armour is commonly worn.
Shields:
Ninja may use shields fitting their public persona.
Special Benefits:
*Ninja may hold their breath for an extra 1 round per level beyond the standard rules for holding one's breath.
*Ninja with the Tumbling proficiency take no damage from falls of 20 feet and only half damage from falls greater than 20 feet.
*Ninja with the Hypnotism proficiency (Cha -2) can have their subjects brainwashed into performing acts outside of their alignment, including dangerous acts, provided contact is maintained over a one month, or more, time period. Subjects selected for such brainwashing are commonly weak willed or heavily drugged and they must fail 3 successive saving throws during separate contact times. The subject is often put into a state of amnesia to forget what is happening and is later triggered into action through a word or circumstance. Commonly the target for this brainwashing is tricked into thinking they are engaged in a course of meditation or counselling.
*Ninja use the THACO table of rogues but calculate their attacks per round as a Bushi (fighter).
*When using the Ninjato they receive +1 to hit and +1 to damage rolls.
*Ninja perform the Backstab manoeuvre in the same manner as an Assassin. They gain a +1 damage bonus to this attack which is added before the Backstab multiplier is applied. At levels 1-4 the Ninja gains a +1 bonus, at levels 5-9 the bonus rises to +2, at levels 10-13 the bonus is +3 and for levels 14 and above it is +4.
*Ninja may wield two small weapons at once with no attack roll penalty.
*Ninja have the same base thieving scores as thieves but they receive only 30 points to distribute at 1st level. Thereafter they add 20 points each level, two thirds the rate of a thief. They compensate for the reduction in these skills through various aids and a focus on Finding and Removing Traps, Opening Locks, Moving Silently, Hiding in Shadows, Hearing Noise and Climbing Walls.
*Ninja receive a +1 bonus to saves against poisons that increase by +1 every 5 levels. Levels 1-4; +1, levels 5-9, +2 etc.
*Ninja with the Alchemy proficiency may make smoke powder bombs, Greek fire bombs, or (with a high degree of difficulty) explosive grenades at higher levels. They may also concoct potions or create dusts of Invisibility (with limited durations) or impart other magical effects such as Levitation. Ninja that focus significant time and resources to their alchemy skills may be able to employ cantrips or low level spells (up to 2nd level wizard spells).
>1st level Ninja may brew thistle/plant-based poisons that last one week (0/10 with a +2 bonus to saves, onset time of 2 rounds), at 5th level they may brew poisons used by Witches (0/15, onset time of 2d4 rounds/ingested 5/10 with a +2 bonus to saves), at 8th level they may concoct paralytic poisons that render opponents immobile for 1hour or 4d4 damaging poison, while at 11th level they may concoct death dealing poisons that do 8d4 damage. Every two levels of the Ninja, after reaching the level needed to produce a poison, allows them to concoct enough material to coat one more weapon, with half fractions rounded up (at 5th level they may produce plant based poisons doing 0/10 that can coat 3 weapons or enough 0/15 poison to coat one weapon).
>At 4th level Ninja may avoid thrown and missile weapons that would otherwise hit. This skill is the same as a Sohei where a saving throw vs Breath Weapon is required to avoid damage. Every 4 levels an additional attack can be avoided; levels 4-7: 1 attack, 8-11: 2 attacks, 12+: 3 attacks. Also at 4th level a Ninja automatically stabilises if brought down to less than zero hit points, regaining consciousness in 1d6 rounds with all the associated penalties, and performing as if they had been healed to 1hp or more (although their real hp still remains in negative numbers).
>At 7th level Ninja can focus their inner energies and heal 1d3+1 points of damage on their own bodies, once per day, three times per week. This action takes 3 rounds via an abbreviated Kuji-Kiri (see later).
>At 9th level Ninja may attempt to read scrolls as a thief.
Special notes on Poisons:
Preparing the ingredients and brewing the most basic poison takes time. Plant based poison that lasts one week can take up to one week to produce. Other poisons that cause paralysis may require exotic ingredients that are difficult or impossible to source, or cannot be realised without the right equipment. Types of ingested poison may simply come down to finding toxic plants or fruits that cause penalties to physical attributes (halving base ability score numbers) or will inflict varying levels of damage. The availability of these plants is wholly left to the DM's discretion.
Hindrances:
*Once a week during a period of special mediation lasting a half hour, a Ninja must perform the nine special hand signs, the Kuji-Kiri. Failure to do so results in the inability to gain experience until the meditation is completed. Individuals witnessing this ritual, or the abbreviated healing form, will recognise the Ninja for who he or she really is.
*Ninja must obey the directives of their clan leaders. Refusal to do so carries a death sentence.
*Ninja must complete their mission objectives. Failure do so strips them of all honour, although repeated attempts to succeed are allowed. Honourless Ninja either end their own lives, are assassinated by a member of their own clan, or they may carry on as clanless rogues, known as Nukenin, requiring double experience points to advance each level. In very rare circumstances clan leaders can declare that the mission objectives were completely unrealistic, or a deception, and forego punishment, punishing their employee instead or returning the compensation where possible.
*Ninja whose identity/profession become publicly known face persecution by the authorities (Samurai) who have no choice but to carry out an execution of those practicing a (supposedly) highly dishonourable profession (although many lords secretly employ their services). If a Ninja's identity becomes known to the common people (and not the authorities) they face either a death sentence from their own clan or banishment as a Nukenin (taking on a new identity in a far off province).
*Ninja who privately reveal themselves to other PCs, via their actions during an adventure, but do not reveal their true names, face some loss in honour, but only in the eyes of their clan.
*Ninja may only use magic items useable by thieves.
[Note: Ninja clans often include other specialised character classes, Shinobi, that are either priests, wizards or straight up Bushi/fighters (bodyguards), with thieving skills, to round out their ranks.]
Priest Class Characters:
Shukenja
Description:
Shukenja are wandering priests who shun wealth whilst providing aid, service and enlightenment to society in general. Accepted and respected by all members of oriental society they perform traditional rites & ceremonies for all classes and ranks. Shukenja generally walk the path that avoids unnecessary violence. To be a Shukenja a character requires a wisdom score of 14 or better and scores of 9 or more in strength and constitution. The prime requisite of a Shukenja is wisdom. All Shukenja must be of good alignment. Experience points per level are the same as the cleric. Unlike the standard cleric, Shukenja roll 1d6 for hit points per level.
Proficiencies:
Initial weapon and non-weapon proficiency slots are the same as any priest: 2 weapon and 4 non-weapon slots. Bonus: Religion, Reading Writing, Meditation (Martial Arts Power).
Required: Calligraphy
Weapons Allowed:
Shukenja may choose to become proficient in the following weapons: Hand axe, Bo Stick, Jo Stick, bokken (wooden sword), chain, gunsen (fan), jitte, kama, kiseru (pipe), sai, sling, yari (spear), tetsubo, 3 piece rod, tonfa.
Armour Allowed:
Shukenja may wear leather, padded leather, studded leather or piecemeal armour granting a maximum AC of 7.
Shields:
Shukenja do not use shields.
Spell Access:
Shukenja may choose spells from any sphere.
Special Benefits:
*Shukenja receive +3 to all saving throw rolls.
*Shukenja gain experience for magical healing/aiding of 50-100xp per spell level [DM option.]
*Like all priests, Shukenja may cast Bless once per day plus an additional time every 6 levels.
*Shukenja automatically stabilise if reduced to less than 0 hp, remaining unconscious for the number of days required to regain hit points naturally, thereafter regaining consciousness but with none of the standard penalties (although these apply if rapidly healed via magic).
*At 1st level Shukenja may invoke a Protection from Evil 10-foot radius as per the spell 3 times a day.
*At 3rd level Shukenja can lay hands on as a Paladin of the same level (2 hp/level).
*At 6th level Shukenja become immune to disease, poison and can remove curse 3 times per day.
*At 9th level Shukenja can make saves, with their +3 bonus, against surprise or magical attacks that normally do not allow a saving throw.
*At 12th level Shukenja may raise the dead (Resurrection) once per week. Those raised in this manner must be touched by the priest within a day of being slain. They also become immune to all energy draining or life stealing attacks made by Undead or other monsters.
Hindrances:
*Shukenja cannot turn Undead.
*Shukenja cannot Animate Dead (as per the spell). Note: If possible their spells should be sourced from the original Oriental Adventures (1st Edition) supplement .
*They cannot eat meat.
*Shukenja must avoid excessive violence.
*Shukenja must refrain from immoderate drinking and eating.
*Shukenja must remain unattached to material or monetary wealth. They may only possess wealth that can be carried.
Sohei
Description:
Sohei are elite religious soldiers who are commonly found guarding important holy sites and temples. When not defending these places, Sohei may act as independent warriors advancing the philosophy and wisdom of these institutions in the wider world. To become a Sohei characters need scores of 12 in strength, wisdom and constitution. The prime requisites of a Sohei are strength and wisdom. The alignment of a Sohei must be Lawful, although they can be good, neutral or evil in this respect. Character experience required per level is the same as a cleric. Unlike the cleric, Sohei roll 1d10 to calculate their hit points per level.
Proficiencies:
Initial weapon and non-weapon proficiency slots are 3 weapon and 4 non-weapon slots, with progression thereafter the same as any priest. In addition to the proficiencies available to priests Sohei may learn weapon and non-weapon proficiencies available to warriors at no extra cost.
Weapons Allowed:
By tradition Sohei may use any weapon except for katana, wakizashi, and weapons associated with Ninja.
Armour allowed:
Sohei may use any type of armour.
Shields:
Sohei do not use shields.
Spell Access:
Due to their preoccupation with martial training Sohei do not receive spells until they reach 5th level. At 5th level they may cast one 1st level spell as if they were a 1st level Shukenja plus extra spells per level for high wisdom scores. Spell progression thereafter follows the same rate as a Shukenja (priest).
Special Benefits:
*At 1st level Sohei choose one weapon as their weapon of choice gaining a +1 to hit and +1 to damage.
*When using melee weapons their number of attacks per round are calculated as if he or she were a Bushi (fighter) of the same level. Base THACO remains that of a cleric or priest.
*A Sohei can instinctively dodge thrown weapons and missiles that would otherwise hit. Every 5 levels the Sohei may dodge an additional attack; levels 1-5: 1 attack, 6-10: 2 attacks, 11-15: 3 attacks, 16+ 4 attacks. A successful saving throw vs. breath weapon is required.
*All Sohei may invoke a form of “berserk” fighting for 1 turn/day. The character may not attack for one round whilst in preparation, thereafter they receive one additional attack per round, AC improves by one & movement increases by 3. Whilst berserk, Sohei may dodge thrown weapons at double the normal rate. The player should note that the berserk turn is a controlled frenzy and allies may be distinguished between foes. At the end of the turn, the Sohei may not attack for one round.
*Sohei may possess exceptional strength, normally available only to warriors & priests of strength.
Hindrances:
*Sohei cannot turn Undead.
*Sohei must refrain from excess.
*Sohei must choose one prohibition, usually set by the Temple in which they serve.
Mystic (Monk)
Description:
Mystics are masters of mind and body. Through training, discipline and experience they gain a number of physical and mental advantages. Mystics rely on inner strength & extraordinary, but non-magical, powers. Mystic characters require scores of 15 in strength, wisdom and dexterity and a score of 12 in constitution. Their prime requisite scores are Strength, Wisdom and Dexterity. A mystic’s alignment can be any lawful. Mystics use the experience tables of Kensai, even though they are a priest-related class, and roll 1d8 for hit points up to and including 8th level. At 9th level mystics receive 2hp and 2hp per level thereafter.
Proficiencies:
Initial weapon and non-weapon proficiency slots are the same as any priest: 2 weapon and 4 non-weapon slots. Unlike priests, mystics receive one additional weapon proficiency slot every 3 levels. Furthermore, mystics may learn combat styles and non-weapon proficiencies available only to warriors at no extra cost.
Bonus: Blind-fighting, Meditation (Martial Arts Power). Required: Endurance: Recommended: Alchemy, Healing, Tumbling, Set Snares.
Weapons Allowed:
Mystics are only trained to use pole-arms, clubs, staves, yari (spear), crossbows, daggers and hand axe. They may also use martial arts weapons of tonfa, kama, sai and nunchaku.
Armour Allowed:
Mystics do not normally wear armour although they may, by tradition, wear padded armour.
Shields:
Mystics do not use shields.
Special Benefits:
*Like Sohei, when using melee weapons the number of attacks per round are calculated as if he/she were a Bushi (fighter) of the same level. Base THACO remains that of a priest.
*All mystics receive a +1 bonus to hit with any weapon in which they have proficiency.
*Every 3 levels a mystic gains a +1 to damage when using a melee weapon in which they are proficient. This reflects the character’s knowledge and skill in the area of body mechanics.
*In addition to all other attacks, Mystics are trained to avoid melee, thrown weapon or missile attacks by making a successful save vs. breath weapons (applying the dexterity bonus). This is not the same as Kensai deflection ability and requires visual or sound cues in order to avoid being hit. The ability is not applicable in wrestling situations. Every 7 levels a Mystic may avoid an additional attack; levels 1-6: 1 attack, 7-13: 2 attacks, 14+: 3 attacks. If the Mystic only faces thrown or missile weapons the number of attacks that can be avoided is doubled.
*Mystics receive a +2 AC bonus when fighting unarmoured or in padded armour. This bonus overrides the Martial Arts +1 bonus.
*A Mystic character begins play as a dual Martial Arts/Wrestling Specialist but with a +2 bonus to his/her hit roll, damage and chart bonus. One additional attack per round is afforded for striking attacks as per all Martial Arts specialists (see CFHB). Every three levels the Mystic gains a +1 bonus to their hit, damage and chart bonus for their Martial Arts/Wrestling skill in addition to their weapon proficiency slots (the wpn slots must be spent on weapons). Barehanded attacks are calculated using the THACO and melee attacks per round of a Bushi (fighter) of the same level as the Mystic where each fist, foot, elbow, or knee attack is treated as if it was issued via a hardened clubbing weapon (using a 1d4 base roll with 75% permanent damage at levels 1-7, and a 1d6 base thereafter).
*Armed opponents using dagger sized weapons against the Mystic's barehanded attacks do not gain the +4 bonus to hit and damage normally afforded to those facing unarmed attackers, and do not automatically win initiative. Normal initiative and attack rolls are made. When facing opponents with small-sized weapons, such as short swords, or medium-sized wooden clubbing weapons, such as staves, the unarmed Mystic suffers a -4 penalty to initiative while opponents gain a +2 to hit and damage rolls. When faced with other long reaching weapons, such as swords, they automatically lose initiative (as per the standard unarmed combat rules) although their opponents still only gain a +2 to hit and damage. Full penalties apply if wrestling moves are attempted on armed opponents.
*Mystics take no damage from falls of 20 feet or less and only half damage from falls greater than 20 feet.
*A Mystic’s base movement rate is 15.
*Mystics possess the following thief abilities: OL 10%, FT 5%, MS 10%, HS 5%, HN 15%, CW 60%, RL 0%. They receive 40 points to distribute among these skills at 1st level with no more than 20 points allocated to any one ability. Every level thereafter they receive 20 more points of which no more than 10 can be allocated to any one skill.
*Through continuous study and training a mystic automatically gains a new martial arts proficiency every two levels (see Unarmed Combat for details). The first skill achieved at 2nd level is all around sight followed by mental resistance, chi power, iron skin, improved mental resistance, and levitation. Improved mental resistance is unique to the mystic and confers a further +2 bonus against mind influencing effects.
*Finally, mystics develop a number of extraordinary non-magical powers:
>At 1st level mystics automatically stabilise if brought down to less than zero hit points, regaining consciousness in 2d4 rounds with all the associated penalties, but performing as if they had been healed to 1hp or more (although their real hp still remains in negative numbers). From 3rd level, and every two levels thereafter, they take on further special abilities:
>At 3rd level a mystic gains the ability to speak with animals 3 times a day and the power of mind over body that allows the mystic to function without food or water for 2 days per level. At the end of any period in which mind over body is used bed rest of an equal time is required.
>At 5th level the character becomes immune to disease and hold or slow spells no longer have any effect.
>At 7th level, by concentrating on his inner energy, a mystic can heal 1d4+2 points of damage on his own body. Every level beyond 7th a mystic can heal an additional 1 hit point of damage. This power can be used only once per day. Furthermore a 7th level mystic may Feign Death as the wizard spell once per day. Also upon reaching 7th level a mystic is entitled to make saving throws against spells or attacks that normally do not allow saves, such as ESP.
>At 9th level poison no longer effects the character. Also upon reaching 9th level magical attacks that cause physical damage only cause half damage- a successful save indicates only one-quarter damage is sustained. Penalties due to harsh environmental conditions no longer apply.
>At 11th level mystics can become invisible for 1 round per level. This ability is identical to the magic-user spell invisibility except that it affects both living and undead creatures.
>At 13th level mystics can employ the “Gentle Touch” technique. This manoeuvre, which can be performed only once every three days, requires a normal roll to hit using a bare handed attack. If this attack fails the mystic can try again in the following rounds until successful. Only humans, demi-humans, humanoids and animals can be affected.
The player determines the result of the “Gentle Touch” before the attack roll is made. It may be charm (24 hour duration), paralysis (12 hour duration), heal (except the healing component is equal to cure critical wounds and also cures poisoned individuals) or geas (5 day duration). Victims with more HD than the mystic are not affected but those with less do not receive a saving throw.
>At 15th level mystics gain the Mind Blank power. This is identical to the magic user spell of the same name.
TABLE 2: Summary of Mystic Abilities by Level.
Level Hit Dice Wpn Dam/M.Arts Martial Arts Skill Mystic Power
1 1d8 Stabilise if critically wounded
2 2d8 All Around Sight
3 3d8 +1 Speak with animals, mind over body.
4 4d8 Mental Resistance
5 5d8 Diseases, hold, slow: no effect
6 6d8 +2 Chi Power
7 7d8 Healing on body/special saves/Feign Death
8 8d8 Iron Skin
9 +2 +3 Poison/environment: no effect/half damage vs. magic
10 +4 Improved Mental Resistance
11 +6 Invisibility
12 +8 +4 Levitation
13 +10 Gentle Touch
14 +12
15 +14 +5 Mind Blank
16 +16
Hindrances:
*Mystics may only use magical items useable by thieves.
*Mystics may only possess two magical weapons and no more than three other items (scrolls excepted).
*Mystics can only keep enough wealth to maintain a modest standard of living. Excess wealth must be donated.
*The skills and powers of a 1st level Mystics require at least 8-10 years of training within a monastery or with a master.
*Mystics must spend 2 hours per day in meditation and exercise. Lost hours must be made up at double the rate before the character can advance in level (similar to Kensai). At 10th level and above mystics require only one hour of meditation and exercise.
Wizard Class Characters:
Wu Jen & Scholar Wizards
Special Benefits:
Wu Jen conform to the rules laid out in the Complete Wizard's Hand Book where, if possible, their spells should be taken from the original Oriental Adventures (1st Edition) source book. Scholar Wizards are wizards (using the O.A. supplement for spell selection) who also have unique power over Undead (and evil spirits) - unlike Shukenja and other O.A. priest classes. Scholar Wizards, in addition to their normal spell casting abilities, can Turn Undead as a cleric but 3 levels below their present state. To do so they must be proficient in Calligraphy and draw the character to ward against a specific type of Undead (that they must identify). They may have prepared scrolls that deal with various types of Undead, but only up to the type they can Turn. The scroll is presented just as a cleric would when Turning Undead (with the same chances of success). High level wizards creating new sigils against low level Undead may destroy such monsters. Scholar Wizards may hang up these scrolls to ward against supernatural visitations (and towns often have such wards, but of a more permanent type). Intelligent Undead will find ways to destroy such wards from range or through proxy agents. It should also be noted that Wizards may cast the 5th level spell Animate Dead upon reaching 9th level of ability (whereas the priestly version of this spell is forbidden to Shukenja). Senior Alchemists may also learn the ways of warding against Undead at the DM's discretion. The requirement to become an Undead turning Scholar Wizard is a wisdom score of no less than 12 in addition to their intelligence score minimums.